id like to use raymarching to mask out objects using a texture. but currently when i try to replicate how the cylinder intersection node works i get weird results where the raymarched shape is reliant on the objects faces, rather than actually being projected in 3D space. ill link a google doc with my current research.
essentially i want to make something like this but using a custom texture for the shape.
the trick is that in order to get the effect above all objects i want to mask need to have the same material/same mask coordinate in world space.
id really love to chat with someone about this. iām getting really close to solving this but i need another brain to bounce off of.